• Title/Summary/Keyword: 캐릭터 개발

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A study of playing character analysis on the Mobile Role Playing Game (모바일 RPG 게임에 나타난 플레이어 캐릭터 분석 연구)

  • Shin, Hye-Mi;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.929-932
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    • 2014
  • As Smartphone Popularity Increases, mobile games market has been received increasing attention. Therefore, Games that offers a variety of Characters desired by the user is increased. and become industrial extension in the Korea mobile device market from 2012, this paper, we purposed to research and analyze effective designs of playing character that impact directly on success of the mobile role playing game.

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A Case Study of Emotion Expression Technologies for Emotional Characters (감성캐릭터의 감정표현 기술의 사례분석)

  • Ahn, Seong-Hye;Paek, Seon-Uck;Sung, Min-Young;Lee, Jun-Ha
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.125-133
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    • 2009
  • As interactivity is becoming one of the key success factors in today's digital communication environment, increasing emphasis is being placed on technologies for user-oriented emotion expression. We aim for development of enabling technologies for creation of emotional characters who can express personalized emotions in real-time. In this paper, we conduct a survey on domestic and international researches and case studies for emotional characters with a focus on facial expression. The survey result is believed to have its meaning as a guideline for future research direction.

Role Analysis for the Development of Animation Character - Focused on Long Animation Work of USA and Japan - (애니메이션 캐릭터 개발을 위한 배역 분석 - 미, 일 장편 애니메이션 작품 중심으로 -)

  • Kim, Jae-Ho;Park, Hang-Su
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.909-914
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    • 2009
  • It can be said that the role of character is very important for the development of animation contents. It is because unlike in general motion picture, the emotional character, which is artificially controlled, plays the functional role in animation. Because of the function, the character may be differently expressed, depending on the culture of each country. However, general audiences and people selecting commodities have common factors. It seems that USA and Japan, which have led the world culture in the field of animation planning and manu facture, perform the animation manufacture by applying them properly. The purpose of this presentation is to analyze the works of USA and Japan, which have led animation manufacture. Because numerous works have been manufactured in two countries regardless of genres, the selection was made by concentrating on representative works that achieved good results from character commercialization. Therefore, the study will suggest the methodological direction for the new development of character, which is performed in industrial animation work and education field.

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SoMA: A System of Making Avatars based on a Commercial Game Engine (SoMA: 상용 게임엔진 기반의 아바타 생성 시스템)

  • Kim, Byung-Cheol;Roh, Chang Hyun
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.373-380
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    • 2017
  • We propose the SoMA(System of Making Avatars) based on a commercial 3D game engine. It first decomposes a given character into assemblable pieces, then gives the user them as prefab components so that he or she can reassemble and/or customize them to be plenty of characters. To accomplish this, it implements the character assembly structure as an hierarchy, the upper levels of which are categorized for gross assembly, and the lower levels of which are parameterized for detailed customization. It also defines a hierarchical naming convention for ease of access to the structure. Finally, it provides body, clothes, and attachment systems to make relevant characters.

A Study on a Character for the Sleep Induction of Infants (영유아 수면 유도 캐릭터에 관한 연구)

  • Oh, Jeong-seok;Youn, Ho-chang;Jeon, Hyun-joo;Kim, Tae-heon
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.387-388
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    • 2017
  • 영유아의 경우 심리적 안정과 어머니 품의 대용품으로 애착 인형을 갖고 자는 경우가 있다. 수면 유도 제품들의 특징과 ICT와 융합을 통한 캐릭터 개발을 하고자 한다. 이를 위하여 기존의 캐릭터의 분석과 아이의 수면의 형태에 대한 관찰일지를 바탕으로 캐릭터 구현의 개요를 제안하고자 한다.

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Analysis on Character Designs of Universities (대학의 캐릭터 디자인 분석)

  • Kwon, Yun-Kyoung
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.165-175
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    • 2008
  • With the beginning of the 21st century, the rapid change of the environment of education makes the universities eager to develop a new image of themselves (i.e. image marketing). Character, one of the image marketing items, plays an important role for improving the image of universities by connecting the inner members more firmly, preserving the tradition of the university and being used as an advertising instrument. Considering these important roles, universities are focusing on designing character in order to express their identity and image efficiently. In this study, I surveyed the characters of universities and examined that these characters are reflecting the image of their universities, working on unity and harmony of the members and establishing the identity of each university properly. At the same time, I analyzed the relation between characters and symbols of universities. I expect that familiar and identified characters can be an essential element in improving the image of universities by giving visual advertising effects and informing the image of universities distinctively.

A Comparative Analysis of Cognitive Thinking Process for Character Design Between Korea and China (한국과 중국의 캐릭터 디자인과정 인지적 사고특성 비교분석)

  • Zhang, Xiao Bo;Kim, KieSu
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.672-680
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    • 2017
  • Today the distribution of characters in the consumer market based on digital smart phones is expanding, and the characters themselves are sold with independent merchandise, also various application researches about character are being activated. However, depending on the style of worker 's work on the design process of Korea and China regarding characters, there are differences in design characteristics and the diversity of work. In this study, we attempted to investigate the implications of these designers on the development of creative character design through in-depth research and experiment. Therefore, previous researches of cognitive science were investigated and cognitive experiments were conducted on design process for experts. For this research experiment, the initial sketch stage in the character work of Korea and China was recorded by the method of the designer by the subject through the protocol analysis method which is the qualitative research method. We coded the collected language based on this recording experiment and analyzed the problem behavior. We examined how the cognitive acts are done by the designer to develop the characters. The behavior characteristics and the accidental characteristics. The differences of the behavioral characteristics and the accidental characteristics in each step of the character design process were identified. Through these cognitive experiments, we could examine the behavior analysis of the design thinking process in Korea and China. In the field of design practice, we can set the direction of the design work process of the two countries and help us to produce creative and individual results. I think. These studies are expected to contribute to practical application of product marketing and new cooperation development methods in terms of activation of character industry in the future.

Development Status and Prospect of Geopark Characters (지질공원 캐릭터의 개발 현황과 전망)

  • Ha, Sujin;Shin, Seungwon;Chae, Yong-Un;Lim, Hyoun Soo
    • Journal of the Korean earth science society
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    • v.42 no.1
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    • pp.65-75
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    • 2021
  • Over the past decade, the number of national geoparks has rapidly increased, and 13 areas are currently designated as geoparks. After Jeju Island (2010), Cheongsong (2017), Mudeungsan (2018), and Hantangang River (2020) National Geoparks were listed as UNESCO Global Geoparks. Despite the continuous increase in the number of national geoparks and UNESCO global geoparks, the public interest in geoparks and the effect of regional economic development by geoparks are not yet very significant. Some geopark management organizations have developed geopark characters to appeal to the public through intimacy and friendliness, utilizing parks for education and tourism. However, the characters are not being utilized properly due to a lack of plannings, expertise, storytelling, and management. For geopark characters, which have been neglected since development, to perform their original roles, content production based on appropriate budget compilation and analysis of consumption trends in the character market is necessary. Instead of merely using geopark characters, geopark characters should be loved by the public, as well as local residents.

Emotion Engine for Digital Character (디지털 캐릭터를 위한 감성엔진)

  • Kim Ji-Hwan;Cho Sung-Hyun;Choi Jong-Hak;Yang Jung-Jin
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.208-210
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    • 2006
  • 최근 온라인 게임을 비롯하여 영화, 애니메이션 등 가상현실에서 캐릭터가 중심적인 역할을 하게 되었고 좀 더 능동적이고 사람에 가까운 캐릭터 개발이 필요하게 되었다. 이러한 요구 중에서 본 논문에서는 감성기반 캐릭터에 초점을 맞추었고 Emotion Al사의 Artificial Emotion Engine Model과 OCC Model를 바탕으로 각 캐릭터의 특성을 반영하고 캐릭터간의 상호 작용을 바탕으로 감성을 도출해 낼 수 있는 Emotion Engine의 Architecture를 제시한다.

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A Study on Game Character Environment Building Using Blockchain and Genetic Algorithm (블록체인과 유전 알고리즘을 활용한 게임 캐릭터 생태계 구축에 대한 연구)

  • Kim, Suyeon;Kim, Suhyeon;Jung, Yoonoh;Park, Soyoung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.326-329
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    • 2021
  • 본 논문에서는 블록체인 기술을 활용하여 게임 콘텐츠의 위변조를 방지하고 유전 알고리즘을 이용하여 게임 콘텐츠의 유기적 생태계를 구축하는 방법을 제안한다. 블록체인 기술을 바탕으로 모든 게임 플레이어는 Non-Fungible Token (NFT)으로 보호되는 독자적인 게임 캐릭터를 생성 및 관리할 수 있다. 또한 각 게임 캐릭터는 캐릭터의 고유 성질을 나타내는 유전 정보로 정의되며, 유전 알고리즘에 의하여 새로운 캐릭터가 생성되도록 함으로써 게임 캐릭터들의 유기적 생태계가 구축될 수 있다. 제안한 기술을 바탕으로 한 경영 시뮬레이션 웹 게임인 Cryptoy 를 개발하였고, 이를 통해서 제안한 기술의 안전성 및 정확성을 분석하였다.